I'll repost an edited version of my last post from Part 9, because it will obviously get more attention here.
It's time to make a large post.
Karrot said:
Wait on the Rapid Spinner, guys. We don't want to clutter this Pokemon with every single "good" strategy we can think of. Besides, this Pokemon is already suffering from not being able to use more than four moves.
If everybody wants a Drought Pokemon, wait until the next Pokemon and build it around that idea. Giving this Drought (or an ability much like it) would only make it lose its flavor. If you want a proper "Greenhouse" Pokemon, propose it next CAP and if it wins, build everything with that in mind. Besides, this Pokemon is way too bulky for it to be balanced with any type of Sunny Day ability.
With that in mind (and ignoring the possible "Greenhouse"), I think people should realize this should have a different Pokemon set Sunny Day up for it, because this Pokemon's move slots are so precious that it would be a waste to have it set up Sunny Day for itself.
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Now, I'm going to refresh everyone on the ideas I proposed in Part 5:
Lava Plume/Grass Knot/Leech Seed/Rest - The ideal set. Pressure compliments this set perfectly! A defensive Pokemon with Leech Seeding, Burning, and PP Stalling potential? I love it.
With its stats, this Pokemon is quite a mediocre attacker unless you are running it for support. The attacking sets (all of them) are worse than everyone is imagining, and as such I am now willing to test Growth on this Pokemon. Only, however, if its Ability reflects that it may be a powerful Pokemon with Growth. This further explains why I lean so much towards Pressure and nothing else. It is definitely a better "wall" than Cresselia because of its great support movepool, and also because has a little "umph" to its attacks, so don't even compare it to the Space Duck!
(P.S. "Subseeding" is STILL horrible, especially on a slow, defensive Pokemon that cannot get subs up in time! Stop mentioning it!)
No matter where we turn, this Pokemon will always be good at something. This is quite a hard Pokemon to work with.
To be honest, about 11/12 of the abilities in the poll list either make it too powerful in one way or another (
Battle Armor, Flash Fire, Greenhouse, Heatproof, Intimidate, Solar Power) or just don't do much to improve the Pokemon for the better (
Leaf Guard, Rock Head, Scrappy and Sniper). Now, to explain why:
Battle Armor: This guy is impenetrable except by the most hard hitters. If I may make a comparison, sometimes "stall" can only be broken by a critical hit. With only three weaknesses, only one of which can be considered common, and incredible defensive stats, this thing is pretty hard to take down, even considering the stealth rock weakness. We should not destroy a 6.25% chance to defeat this Pokemon if we are trying to balance it out.
Flash Fire: As discussed millions upon millions of times throughout the progression of this CAP, Flash Fire removes a large portion of the BL/UU Fire Pokemon that can potentially counter this Pokemon. This goes against the whole point of the project, because we are trying to diversify the metagame, and stripping Borderline and Underused Pokemon of being able to counter this will in no way diversify the metagame.
Greenhouse: To quote myself: "If everybody wants a Drought Pokemon, wait until the next Pokemon and build it around that idea. Giving this Drought (or an ability much like it) would only make it lose its flavor. If you want a proper "Greenhouse" Pokemon, propose it next CAP and if it wins, build everything with that in mind. Besides, this Pokemon is way too bulky for it to be balanced with any type of Sunny Day ability." To add to all that, it seems too early to implement a this ability. We should have a formal discussion on how this will change the metagame, first, before we ever implement such an ability. I think we can all agree, however, that auto-Sunny Day in OU would be extremely influential.
Heatproof: Mostly the same reason as Flash Fire. It's not as bad as Flash Fire, but again, this Pokemon has three weaknesses, two considered to be rare, and giving this a "resistance" to fire will, once again, prevent the diversification of the metagame for to lower tier fire types.
Intimidate: This Pokemon is bulky. Making it bulkier than it already is (which is quite bulky) will only lead us to an overpowered Pokemon. Also, because X-Act did such a good job explaining with maths, I'll link to his arguments:
http://www.smogon.com/forums/showpost.php?p=1144489&postcount=227
X-Act said:
Intimidate would make it the most physically defensive Pokemon BAR NONE, making it being hit for 7% less damage than REGIROCK.
Leaf Guard: The ability to heal status nearly instantly (not Rest, of course) on an already defensively powerful Pokemon? I don't think so!
Rock Head: This does boost its physical potential, but really, there's not much beauty to it that makes its Physical potential even a little bit viable. We are literally boosting an empty shell, here.
Solar Power: Even with the 12.5% HP damage to the user per turn (6.25% with Leftovers), this is giving an incredibly bulky Pokemon the ability to hit hard. Really hard. Just stick to Growth and live with the moveset limitations, guys.
Scrappy: The only reason this is listed is because of Rapid Spin. I will, once again, quote myself: "Wait on the Rapid Spinner, guys. We don't want to clutter this Pokemon with every single "good" strategy we can think of. Besides, this Pokemon is already suffering from not being able to use more than four moves."
Sniper: We have no decent CH moves to choose from, unless we implement custom ones. This, in no way, helps our Fire/Grass Pokemon, who is (as of the conclusion of the spread poll) a bulky supporting Pokemon. There's not much else to say for this, other than "why?"
Now that that is over, let's reveal the remaining choices:
Pressure: Yes. This is it. With my arguments for it above and from this quote:
Karrot said:
I cannot even begin to explain the underlying potential of Pressure. Not many people (if any) in this topic have had the time for extensive experimentation with "stallplay," but I know from experience that its advantage dramatically increases the longer and profound a Pokemon battle becomes. The power of Pressure is finally recognized when your opponent has to put thought into what moves they choose when PP is running low - something uncommon in fast-paced games - and that is how Pressure gets its name. With the correct skills and team you can turn an utter stall match into a 100% victory. (Although I doubt anyone has ever tried to remove an opponent's Rapid Spin PP so you could Spike their team into oblivion. ;p)
Even in an offensive game with fast-paced battling, the effectiveness of Pressure can be seen. For example, removing the Gyro Ball PP from a single-attack Bronzong means that it will have a hard time stopping your Substitute Swords Dance Garchomp!
If a capable "stall" ability is what you want, then I advise you to put your support into Pressure: an ability that is neither potent nor weak but can turn a game around from even the darkest corner.
I think it is very clear I am a 100% supporter of Pressure.
Now, for my votes.
Main Ability:
Pressure
Secondary Ability:
None
Thanks for taking the time to read this.